Part 8... War! Vampire boats

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Passage of Time: Dictated by the amount of resources spent

Poll ended at Sun Jul 07, 2019 8:05 am

1) No additional resources spent: 25 minutes will have passed
1
20%
2) 4 ppts spent and 8 ammo spent : 20 minutes have passed
0
No votes
3) 12 ppts spent and 24 ammo spent: 15 minutes have passed
1
20%
4) 24 ppts spent and 48 ammo spent: 10 minutes have passed
3
60%
 
Total votes: 5

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Pender Lumkiss
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Part 8... War! Vampire boats

Post by Pender Lumkiss » Sun Jun 30, 2019 8:02 am

Those of you going to the vampire boats post in character. The less characters that come the harder it will be. Also please vote so I know roughly how much time will pass (highest vote wins, and all characters are subjected to it)... A dramatic task will be posted once I got a good idea of how many people are going.

- New Quad starts now!! Bennies rest, Special snow flake abilities reset.

- Spoon Fed Edition Video Recap
In the mean time, true to Hans and Penitents’ tale the path to the vampire boats in filled with a dark steep climb down littered with patches of anti magic fields created by a slick slime left on the rocks. The rocky path was sharp, and the tunnel was almost like a hewn obsidian. Even with the aid of magic, it was slow going. Fortunately Hans and Penitant had mapped out the pertinent trouble spots: generally places where the tunnel unexpectedly went straight down, or even where the rock had been turned too brittle. Light bounced off the rock casting an errie glow if any was used. This quiet and intense time reminded you of a similar experience in your past and for some strange reason you chose to share it as the descent continued.
Interlude Rules
Please roll a 1d4 to help guide your story
1) Trapped! A tale of when you were trapped in a dark underground place
2) Love! A moment in time when you found something or someone deep underground
3) Courage! Against all odds you found something deep within that helped you get out.
4) Death! Dark places breed death, and a past experience was no different.

Chose one benefit:
-Roll a 1d54 for an adventure card ( this will be the only chance for a card unless it is bought through EP)
-Gain 1xp
-Gain 1 benny
However your stories were cut somewhat short. Something was off. At one dead drop as the path went straight down 30 feet it would seem someone or something left a phosphorescent writing on the wall: Crystal Claw Rises! As you approach the half way point the sound of fighting deeper down into the tunnel can be heard.

Muffled and echoing, ” For the claw!”. Metal on metal clanging, a loud explosion...

”Crystal to me! There are too many Vampires...” The sounds are becoming more and more faint.

After the story make a choice: do you throw caution into the wind and chase down the pitched battle, or do you continue your slow descent through the dark tunnel?
Attachments
1103F53E-5F3D-426D-9EEE-06A4DED63C08.jpeg
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Brody Conrey
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Re: Part 8... War! Vampire boats

Post by Brody Conrey » Mon Jul 01, 2019 6:29 am

Roll for story guide
1d4 = 2: 2 Love! What else is on this young man's mind?
24 ppts spent and 48 ammo spent: 10 minutes have passed?
Adventure card: 1d54 = 26: 26
Once More With Feeling
"Play to take any one Adventure
Card from the discard pile."

Love in the Cave
As Brody heads into the fight with the Vampire he flashes back to his first love. Before Penny or Jessica they were both young and exploring the old caves in Kentucky on a Psyscape Field trip. They were going to the Mammoth Caverns both were sixteen and well, in love as much as what Brody called it. She seems to be the center of all, when they were together nothing else really matter. Friends would interrupt for seconds but the couple had it bad. It was in these caverns that tradagity first struck.

And it was his first lost. They took a side passage, away from the main group, they knew they could always catch up. It is weird how simple plans can go all wrong. After a few mins the passage open up into a large cavern, and a group of Magic users from the city of brass. . They struck first
a lightning bolt. she went down and brody faded in to the wall . His psionic scream went out to the nearest group, his party in the caves. as the mages came forward to strike. A rare crystal dragon, appeared and blinded the wizard as others of the adults popped into the large cave and started slashing and killing the mages.

Brody snapped his mind out of the past and into the future. This is the first love he lost. He can only hope that Penny somehow made it out against all odds. If not this will be number two.
Last edited by Brody Conrey on Sat Jul 13, 2019 10:33 am, edited 4 times in total.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Hans Greuber
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Re: Part 8... War! Vampire boats

Post by Hans Greuber » Mon Jul 01, 2019 7:22 am

Roll for Story Guide: 1d4 = 2: 2 - Love
Gadgets
Hans will be making a Gadget for anyone who wants it... a Cross-Dimensional Cellulose Integrator... a Thorn (Wood) Barrier Gadget. Please let Hans know if you can use one and would like it. I am thinking Barrier (Damage causing) because it can be used to separate large quantities of Vampires away from their prisoner.
Not too many people know this other than the Dwarves themselves know that when they are giving birth, traditionally they do it in a natural cavern in near or total darkness. When Hans saw his younger sister, Greta, for the first time, he was taken back at how much just seeing her for the first time in the near total darkness of the maternity cavern and how much love he felt for her. He was almost ten years old, yet her bright eyes just stole his heart.

I will try to be the best big brother that I can be for you, Greta. I have LOTS of fun things to show you!!!
Last edited by Hans Greuber on Sun Jul 14, 2019 2:06 pm, edited 3 times in total.
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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viewtopic.php?f=151&t=2216

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Ndreare
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Re: Part 8... War! Vampire boats

Post by Ndreare » Mon Jul 01, 2019 8:09 am

OOC Comments
Inspiration 1d4 = 3: 3
As the heroes descend to the boats the misery and morbidity of the situation has Ndreare remembering many other time things had seemed grim.

Life aboard the Prevail was already a spartan thing. But when aboard a ship deep in the CAF territory having crew members start disappearing was unnerving to everyone. At first it was only Ensign Roghurd, he had assumed the young officer had defected and recommended a warren to the commander. But then a pattern was forming, within a week 12 other crew members disappeared.

Commander Hanhgraz ordered everyone to travel in pairs. It seemed to work for that first cycle. But then while Ndreare and Mank where working on mapping details they were ambushed. The tall harry creature was impervious to Ndreare's magic and even Mank's laser had no effect. Until...

Suddenly snapped out of his brief reverie Ndreare was alerted.
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 35 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 5
  • +5 Quarterly Reset + Great Luck



Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset



Adventure Cards
Special GM removed, need interlude to obtain

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Mercy
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Re: Part 8... War! Vampire boats

Post by Mercy » Mon Jul 01, 2019 1:52 pm

Interlude Roll
1d4 = 2: 2 Lurve... 2) Love! A moment in time when you found something or someone deep underground.
Reward
Chose one benefit: 1d54 = 54: 54 for an adventure card (this will be the only chance for a card unless it is bought through EP)
Interlude Set Up
In the mean time, true to Hans and Penitents’ tale the path to the vampire boats in filled with a dark steep climb down littered with patches of anti magic fields created by a slick slime left on the rocks. The rocky path was sharp, and the tunnel was almost like a hewn obsidian. Even with the aid of magic, it was slow going. Fortunately Hans and Penitant had mapped out the pertinent trouble spots: generally places where the tunnel unexpectedly went straight down, or even where the rock had been turned too brittle. Light bounced off the rock casting an errie glow if any was used. This quiet and intense time reminded you of a similar experience in your past and for some strange reason you chose to share it as the descent continued.

However your stories were cut somewhat short. Something was off. At one dead drop as the path went straight down 30 feet it would seem someone or something left a phosphorescent writing on the wall: Crystal Claw Rises! As you approach the half way point the sound of fighting deeper down into the tunnel can be heard.

Muffled and echoing, ” For the claw!”. Metal on metal clanging, a loud explosion...

”Crystal to me! There are too many Vampires...” The sounds are becoming more and more faint.

After the story make a choice: do you throw caution into the wind and chase down the pitched battle, or do you continue your slow descent through the dark tunnel?

Mercy looks at the 30 foot drop off and smiles.

Glancing to her right, looking over at Hans the Crazie's smile widens and she says, "Hans baby. Lets go help these people...as you said, it is bigger than just us, love. Gods this is awesome Hans, we are like Cyber Knights to the rescue!"

Jumping down to the ground below Mercy activates a Psi Blade in her right hand and whoops with excitement. Looking at the crackling energy blade in her right hand she laughs and runs forward towards the battle below.

Things are just right. She is headed in to save those in need along side the new love of her life. Hans. She loved Mark, but Mark was dead now. Now she had Hans. So good...
Player: Dan Frederick (Lars)

Character Sheet: viewtopic.php?f=74&t=673

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Ashlyn Alvarez
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Re: Part 8... War! Vampire boats

Post by Ashlyn Alvarez » Tue Jul 02, 2019 4:59 am

Story guide 1d4 = 1: 1 Trapped!

Zacatecas, Mexico
Night
Round 0

Ashlyn closed her eyes during the climb down the tunnels. She felt herself breathing heavily. These kinds of situations always reminded her of her childhood, of being hidden beneath the floorboards of her home. That hadn’t been as dark -- there had at least been a bit of moonlight through the windows -- but it had been as tight close in the crawlspace beneath the house. She wiped her face. She could almost feel the hot blood of her mother dripping onto her, see the death stare of her eyes through a slit in the floor.

Ashlyn was snapped out of her personal nightmare as someone indicated some sort of phosphorescent writing on the wall. Crystal Claw? Here?

Then Ashlyn heard fighting. “We’re close!” she whispered to the others. “We need to help them!” Ashlyn hurried forward, heedless of caution, ready to save the rangers that depended on them, that they would need in the fight with XY.
Reward
I will take the +1 XP so I can get my next advance.
***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Penitent
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Re: Part 8... War! Vampire boats

Post by Penitent » Sun Jul 07, 2019 2:48 pm

Trapped
1d4 = 1: 1
As the Resolute heroes and their new allies returned through the caverns to the underground port, Penitent's thoughts flashed back to another time he'd found himself underground, surrounded in darkness.

"There were formations of stones like this in the caverns beyond the fortress of Crystalclaw," he says, speaking as much to himself as anyone else.

He remembers the screams echoing through the narrow passages as the demon army of the Unholy pursued the fortress's defenders deep below ground. The forces of the Light split up, searching for escape routes. Many were lost in the darkness or hunted down, though some survived.

"The demons weren't the only hunters there," he said. "In one cavern, we found a ravine crossed only by a bridge of thick webbing. When we crossed, a wave of dog-sized arachnids attacked, snapping crab-like claws and dripping acid from their mandibles. We fled into another cavern and a mage that was with us collapsed the rock behind us, leaving only a small hole. But we were trapped -- the only way out was a shaft almost straight above us, and it couldn't be reached even with one man standing on the shoulders of another."

"Soon the spider-things came, pushing through the gap one at a time. No matter how we fought, men died. After a while we tried plugging the hole with corpses, but the spiders chewed their way through."

"One by one the forty men we started with was winnowed, to 30, then 20, then 10. Eventually it was me and one other, a great bull of a man who could wrestle a demon and win. Standing on a pile of corpses, he was able to lift me high enough to escape. His screams followed me through the caverns, though not for long."

Suddenly, fresh screams draw the apok out of memory's hole, and he draws his blades, ready for battle.

Taking the Adventure Card
1d54 = 33: 33 = Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: greater smite (sunlight) for +8 damage;

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Architect
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Re: Part 8... War! Vampire boats

Post by Architect » Sat Jul 13, 2019 12:15 pm

Courage
Interlude Roll (1d4) 1d4 = 3: 3
Stranger in a Strange Land Seems a common thing in Rifts Earth to have a stranger in strange places. Architect was from the Celestial Court, a place where his family had resided for millenia. Things changed there but slowly compared to Rifts Earth. Time was unmeasured and non existent.

Word had come in a strange way to the Celestial Courts. Architects parents had apparently seen something in the message because they began to shuffle and chnage the state of affairs in the Court. Suddenly the Court was a buzz. Court members were being sent and placed, to places and time periods that Architect had never been to or heard of.

Architect was young by eternal and nigh immortal standards but quite old by mortal standards. He had yet to really expeince the world that the Celestial Court frequented. And so it was, three hundred years from the Cataclysm that re-awoke Earth, he was commissioned to visit North America.

His departure was hurried and the normal procedures for inserting a member of the Court into a culture and people were unable to be observed. The last thoughts before being sent through the Rift that brought him near Catle Refuge was that he would get a chance to meet the legendary Flamewind Dragons that were known to inhabit North America. That thought, about the Flamewinds, may have contributed to his amnesia and him metamorphised into one for nearly three years.

Courage for Architect has been facing down a Greater Demon and discovering the truth about himself and his parents.

Interlude Reward _
+1 Benny
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
AwkTek
AwkTech -
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Pender Lumkiss
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Re: Part 8... War! Vampire boats

Post by Pender Lumkiss » Sun Jul 14, 2019 10:45 am

Blood. Lots of blood. The screams of humanoids lead the Resolute heroes on a mad dash through the tunnels.

”There are too many!”

A female voice echoed back, ” Retreat! Where is the exit?”

The frantic cries were drowned out by the echoed snarls of vampires and the gnashing of metal on metal.

” This way... This way-Ack...”

Quickly the heroes followed the trail, bodies piled up all wearing leathers, and robes... @Penitent recognized the symbol of Crystalclaw Fortress on many of the throat slashed robed individuals. There had at one point been rumor the survivors of CrystalClaw had travel to Rifts Earth, could it be that The High Priest Crystal herself was leading them?

All too soon the sound of rail gun fire, screams, and running water filled your ears. The entrance was near just 50 or 60 more feet of blood slicked hand holds and dead men drops. Goops of antimagic slime was splattered everywhere along this final exit.

Rodney scanned the little remaining tunnel and beeped assessing the situation, ” Master... And his followers, I count no less than seven dead man drops that will give all but the most skilled a hard time to get over the hump. We are close to the exit... It appears some kimd of anti magic slime was sprayed as if blood over this area. Magic will be impossible I am afraid. The bodies indicate whomever these people were they made a stand here and failed.”

More screams, a cruel deep haunting laugh... More rail gun fire and a wave of snarls echoed from the exit. You were nearly at the mouth (50-60ft away).

Gretta clutched Hans as she nearly lost her footing and plunged into one of the many crevices littered throughout this portion of the tunnel. ” Brother... I... I can’t make it. Why am I even here.”

From the dark shadows, a familiar face... An ancient vampire whose face was pale beyond compare and eyes a penetrating blue grinned more than capable of answering the question. ” Dwarven child... You are here to die.” Words withstanding he made no hostile move other than reveal himself at the last moment a mere 15ft from the leads position. He stepped over the many bodies lightly and with care. He did not trigger any danger senses or set off any supernatural evil alarms. In fact strewn across his back were cables and strong rope. Soldad the scourage and perhaps most ancient vampire was returned!
Architect and Brody
+1 Benny if you tell a short tale of how you have heard of Soldad and some of the treacherous deeds he has committed over the eons.
Mercy
in addition to possibly knowing a tale or two about Soldad (+1 benny for dropping such a tale) your radio crackled with Jessica Bronze’s voice, ” Mercy... Mercy...” The radio crackled and Jessica coughed, ” On some kind of boat... Like dad would have told me a story about... We are shoving off, casting lines... If you can hear me...” A snarl and muffled, Where did you get that, avast wench! The sounds of someone getting beaten and Jessica groaning.
Recap of what Hans and Pen had seen on their last trip once they got to the mouth of the cavern
As the tunnel finally leveled out it opened up to a great underground lake being fed by a constant stream of water from a geyser to both the left and right hand side. Anyone who could sense magical energies could see that both geysers were emanating with magic... The same magic Thoth had used to open the portals.

Far across the lake was a wide opening that the two heroes would estimate had to be 200 ft wide. The way down from the openenimg would take a skilled climb or a short jet pack burst. It was about 10” down to a sandy beach. Then about 100” to the wild vampires coralimg the rangers. Thousands of humanoids clad in the traditional garb of Reid’s Rangers (leather armor with a high flared colar) had been coralled by snarling wild vampires to the sandy waters edge. Penitent with his sharp eye could even see humans garbbed as simple monks peppered umongst the rangers. About 5-6 large wind powered wooden gallons had morred themselves nearby and their gangplanks were being lowered. A great shadow cast by a tower out in the water not only lent a dour look on the faces of these prisoners but a sense of dread and horrific fear spread into the eyes of any man who would dare look up to it. Penitent could feel a great evil lurkimg in this Tower. He had felt something similiar to it when he had freed The ancient vampire Soldad of evils grip and an Alien Vampire Intelligence had been born. Hans, looked at the construction, from afar, of the tower had an errie feeling that it was ancient, and given the window and door heights made by his kin.

A little RP to be had for sure, and really what I need is how do each of you approach the last bit before the cave exit.
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77th GM bennies
1/7

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Ashlyn Alvarez
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Re: Part 8... War! Vampire boats

Post by Ashlyn Alvarez » Mon Jul 15, 2019 12:11 am

Zacatecas, Mexico
Night
Round 0

Ashlyn scowled and stepped between Greta and Soldad. “You again! Why do you not just stay dead!” the nun hissed, clenching her fists in anger. “How many times we have to kill you before you learn?”

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Architect
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Re: Part 8... War! Vampire boats

Post by Architect » Thu Jul 18, 2019 5:41 pm

The Benevolent Ruler


Architect was born on the dawn of the Great Cataclysm an auspicious set of events to say the least. Magic was suddenly acknowledged once more across the planet and the old secrets suddenly appeared as the newest thing, since sliced bread.

The ancient and old powers were stories and traditions passed around the Celestial Court while Architect was growing up. Everything, whether myth or urban legend was discussed. Some of the Court had found the hiding places of these ancient ones and the information had been recorded and logged and the locations carefully watched. Ancient and old powers could be considered much like the Celestial Court, hands in many things through many sources.

Soldad was a legend among the supernaturals. His power and influence among mortals had waned centuries ago. But a mortal that became immortal, sort of, was still something to talk about.

Soldad was a benevolent ruler of some kingdom, long forgotten. Fearing that his kingdom, upon his death, would be overrun and his vassals enslaved, he researched a means for longevity. His research revealed a one time means to live eternally. The specifics were stated as Live Eternally Upon the Earth.

So it was that Soldad traded his mortality for the means to immortality. He preserved his kingdom and people for a time. But he never aged and the populace became suspicious of him. What was worse was that his children were affected by his mortality, blood being a primary component to immortality.

Others came, being convincing and asked for his Gift. Many clans and tribes have descended from Soldad. At times he has stepped in and extracted the eternal death from his progeny. He is always able to recognize another vampire, however, not many vampires recognize him.

At some point in Earth’s history the figure known as the Father of the Night, disappeared or retreated from the mortal realm. No one knew exactly where he had gone, though many through the centuries have looked for him.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Mercy
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Re: Part 8... War! Vampire boats

Post by Mercy » Fri Jul 19, 2019 2:23 am


Mercy's radio crackled with Jessica Bronze’s voice in her ear, ”Mercy... Mercy...” The radio crackled and Jessica coughed, ”On some kind of boat... Like dad would have told me a story about... We are shoving off, casting lines... If you can hear me...” A snarl and muffled, "Where did you get that, avast wench!" The sounds of someone getting beaten and Jessica groaning.

Mercy hears the radio broadcast and holds her hand to her ear, touching the earpiece and listening.

"Jessica?"

Running closer to the darkness, to the Vampire, and danger ... holding her rifle left handed she holds her Psi Blade high and screams, "Jess! Gods no, not Soldad again."


A Tale of Soldad (for a benny)


"Its a tale you must listen to.... Lucretia the Altera Cyber Knight and Kesslan the Burster Dog Boy ran through the dark woods, sounds of gun fire echoing behind them."

Pause, drink.

"I've been to hell and back more times than I can count. I've rode both for and against the First Apocalyptic Cavalry on several occasions. I once saw a demon tear a man in two, hell, I once tore a man in half..." her voice ripped through the smokey haze of that pub in the Legion bar on that summer night like a knife through butter, as she downed her third bottle of Zoom Beer. And after the second bottle, that crap was actually starting to taste good.

"Hey old woman, mind keeping it down?" Russ found himself shouting over the sleepy little pub at the loud stranger who called herself Mercy.

"It's bad enough that I'm getting drunk in this rat's nest. I don't need to hear your crap, too."

Looking back at that moment now, Russ wished he had just sat there and drowned his voice in beer instead of shooting off his mouth. He would have left that pub and found some alley to sleep in and would have probably died two weeks later from a hole in the head courtesy of some punk City Rat.

That would have been just fine in his book. But of course, he did open his mouth and none of those wonderful things happened. Call it fate if you like, Russ would call it bad luck. "Don't interrupt me, boy!" The voice bellowed back, angry, insulted. A massive hand grabbed his shoulder and turned the new TL recruit around on his stool before Russ knew what was happening. Within a second he was face to face with that old woman... all six feet of her. Her long red hair, her bright blue eyes. Her M.O.M. implants!

"Crap, you're a 'Crazie," Russ said in an almost matter-a-fact manner.

"I've tom a man in half," she growled. "Yet, as I was saying, I will never go back there." Russ couldn't resist, he had set himself up. Besides, he still thought he had a handle on the situation. "Back where? The Bathroom?" He asked with a smirk. "Aside from the roaches and a drunk Larmac it's pretty clean." He went to turn back around, but she wasn't going to have that. With only a flick of her wrist she had Russ turned back around and staring once again at her face.

"I wasn't done, you little puke!" she yelled. "I would never, even under the threat, of death go back to the Dark Woods."

She released Russ with a shove and walked back through the haze of the bar. She was probably heading toward her table or out the door. Either way she was heading out of "his life, probably forever." Russ hoped.

"What? You are like what.. seven or eight feet of pure Crazy?" Russ laughed. "And you're scared to go through the Dark Woods? I've been through there, you sissy, it's just a forest with the occasional hermit nut job."

Mercy polished off the beer as Russ watched her approach him once again through the somber quiet that now gripped the Legion bar (oh crap, why did I have to say that).

"You are as stupid as you are loud!" she bellowed as she closed the distance. "Sure, it's nice enough when you just pass through, when you're on the path, the right road. But if you wander off the path... you'd rather be dead. Soldad lives there."

Russ told himself to shut up but said, "It's a cesspool of refugees and exiles, a pen of swine. The Dark Woods are dark in name only. Who is Soldad?"

Russ wished he had just shut up, but kept going: "I don't remember no paths, either!"

"The paths are in your mind," she shouted back. "It is then that you find things beyond imagining. Those refugees and exiles? You find the ones that are a little insane, a little off kilter, a little beyond human understanding."

She gripped Russ's shoulder tightly, so tight that he nearly swayed from the pain.

"Vampires and the irk, all under Soldad's mental control. A Legion of Death! White, red, dead, insane, and unstoppable. Stay out of the Dark Woods, those two Legion members I was telling you about wished they had!"

Russ thought through the pain, "I should've just shut up, apologized, turned my back, pretended to pass out, or I could have just closed my eyes and waited for her to disappear. But no, I just spoke again, like some infernal fool."

"Sounds like a load of hog wash."

The fist to his face mercifully knocked him out.

"As I was saying: Lucretia the Altera Cyber Knight and Kesslan the Burster Dog Boy ran through the dark woods, sounds of gun fire echoing behind them. It was me. Shooting rapidly as a horde of undead as I covered their escape. I could feel his fingers in my mind, his breath on my neck, the fear of Soldad coming for me..."
Player: Dan Frederick (Lars)

Character Sheet: viewtopic.php?f=74&t=673

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Penitent
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Re: Part 8... War! Vampire boats

Post by Penitent » Fri Jul 19, 2019 2:11 pm

Penitent stops short, hands on the hilts of his swords, as Soldad emerges from the shadows. The last time the apok had seen the ancient vampire, he'd been feeding sunlight-infused blood from his own veins into the dying fiend's mouth.

Soldad's survival, inasmuch as something dead persists, had been predicated on his willingness to reject the darkness within him -- a darkness that had boiled out of him in physical form, and which Penitent suspected was the rotting heart of the vampiric infestation below.

"Blood-drinker. I see you still walk in darkness ... but I hope your eyes remain fixed on the light. I would hate to have to kill you again."

Trusting that the redeemed fiend remained redeemed -- barring evidence to the contrary -- Penitent holds out an empty hand, gesturing for Soldad to toss over one end of cable so the Resolute heroes can cross more easily.
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: greater smite (sunlight) for +8 damage;

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Hans Greuber
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Re: Part 8... War! Vampire boats

Post by Hans Greuber » Sat Jul 20, 2019 7:39 pm

"You can do this, Gretel. We are both our Father's and our Mother's children, and you are the chosen of Epim. You can do this."

As the vampire, Soldad, emerges from the shadows, Hans can't help but think of how much its armor would be worth.

"My sister is not here to die. We are here to rescue her. What are you here for. Soldad?"
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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viewtopic.php?f=151&t=2216

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Ndreare
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Re: Part 8... War! Vampire boats

Post by Ndreare » Mon Jul 22, 2019 8:36 am

Pender Lumkiss wrote:
Sun Jul 14, 2019 10:45 am
Rodney scanned the little remaining tunnel and beeped assessing the situation, ” Master... And his followers, I count no less than seven dead man drops that will give all but the most skilled a hard time to get over the hump. We are close to the exit... It appears some kind of anti magic slime was sprayed as if blood over this area. Magic will be impossible I am afraid. The bodies indicate whomever these people were they made a stand here and failed.”
"Rodney, grab as many samples as you can of that slime. It may be a useful weapon later against Xi."
Penitent wrote:
Fri Jul 19, 2019 2:11 pm
"Blood-drinker. I see you still walk in darkness ... but I hope your eyes remain fixed on the light. I would hate to have to kill you again."
Surprised at Pen's statement, Ndreare pondered was this a sign he was growing to hard, or Pen was softening.

However deep down Ndreare was getting tired of this. These villains dying and coming back was annoying enough normally. But when you go through the special effort of using their proscribed weaknesses it crosses a line. The futility of it all was wearing on him. Why even continue in this play of good and evil when your actions do not matter, what is the point is performing the dance, when the next champion will perform the same dance, against the same villain. "I guess if killing you does not work, then we will have to settle for maiming you to such a point you are useless and leaving you alive. Perhaps we will stuff you in a jar and carry you around as a warning for other vampires."
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 35 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 5
  • +5 Quarterly Reset + Great Luck



Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset



Adventure Cards
Special GM removed, need interlude to obtain

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Brody Conrey
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Contact:

Re: Part 8... War! Vampire boats

Post by Brody Conrey » Mon Jul 22, 2019 4:48 pm

The tale of Soldad the vampire

Brody is from Psyscape and it is one of the most amazing places to grow up in in Rifts Earth. It is one of the safest places on earth, no one can get there unless invited. And growing up as a child there is amazing. Think of it all these D-bees living in harmony. And dragons that get along. Really who has heard of that. So, there is a tremendous amount of growing up in safety and there is school. Yep Psyscape educates its young citizens well usually you don’t try to scare the young citizens but usually when the children approach a certain age, 13 -14 they get to go to summer camp. No the location is still within the confines of Psyscape but this is the first time that the young ones get to go and stay outside. And of course, the old traditions of late-night ghost stories by the fire are going on to the students by the consolers.

So the ghost stories continue and they tell tales of the sploogies, Demons and devils then the path goes to the Tale of Soldad, the vampire prince of Mexico, :

“There once was a young Lad in Mexico his name was Soldad. He was spoiled and thought the rules that his family placed on him were to restrictive, he would sneak out of his house and have a great time out in the community. Then one night he met up with a beautiful Senorita Long dark wavy hair luscious red lips and a little mole on her right check. He fell in love with her but, he did not tell his parents or his siblings. Well time went on and the couple kept slipping in to the house at night and she would slip out before the dawn broke.

Then one day he woke and he went down to breakfast, no one was up, he went to the rooms and no one was there! He walked out side and he could not find them He met the Gardener and asked where his family was? The gardener said that his grand mother was sick and the all left for her place in the mountains and they had gone to his room and they could not find him. So they left with the family and the maid and cook. He was to stay there till they returned. Soldad was a bit upset, but he knew he had been out with the beautiful Senorita. So, he waited and late that night the family returned. They called for him and he came down and next to his Father and Mother was his love, the beautiful senorita. “Were you ashamed of this beauty? Or Maybe her teeth! At this time the whole family bared their Fangs.

At this time the storyteller and a few of the counselors jumped up with huge Vampire like features. Arms stretched toward the campers. The young ones scattered screaming. The other councilors were on the ground laughing. You see a few of the counselors were shapeshifters.
When everyone got back together, some needed a change of clothes things wrapped up and people went to their tents. Most of the young ones didn’t get any sleep that night and a few of the counselors could not sleep either.


As the memory of this events comes out Brody steels himself against the one who had invited a vampire to feast on his family , Soldad was always considered a selfish person from what Brody understood. so when he appeared he knew this one didn't care about anything he was just here to add to his legend .

brody ghost and gets behind his friend Arch, he isn't sure what is going to happen, but he figures he can launch himself out from Archie into the fray and take a couple . He orders his phoenix to light up the place right before the attacks , hoping it might just casue enough a distraction that it would help his side.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Pender Lumkiss
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Re: Part 8... War! Vampire boats

Post by Pender Lumkiss » Mon Jul 22, 2019 7:45 pm

Soldad grimaced at the hand of Penitent for only a moment. The time he had seen said hand he had been remade into whatever he currently was. Many heroes it seemed were dismayed at his apparent survival. His voice was foul as ever, hoarse as if he had rarely used it, ” Ashlyn, ever a pleasure I am sure. I... I...”. His voice dropped to a shame filled whisper, ”I am sorry for my part... No I am sorry for your family. I will never stop being sorry.”

To the rest of the gathered heroes he continued, ” After our last encounter my charge bore me to the safety of my castle Serenita in the south of mexico.” His eyes drew to Architect and he smiled baring fangs, ”Ha! The resolute heroes have even copied me. I was granted an unexpected dream while I lay in the throws of a shadowy filled sleep. There as I looked into the eye of the sun I was shown these caves and your need of me.”

Soldad raised his forearm where Penitent had stabbed in the bowls of gloom, ” You changed me... I am on my own for the first time... In forever.” To some forever might seem an embellishment but if the legends of his countenance were even half true his statement was apt indeed. He tossed the rope and secured it by his own hand and strength giving the heroes the chance to safely cross. The vampire pointed to the open passage, hisses and snarls echoed mixed with ravaged cries of what were left of Reid’s Rangers. A low laugh rumbled behind the echoes providing a base line to the high toned shrieks. ” I had been following some worm worlders lead by a bright cleric named Crystal, they were ambushed along the route and taken to the boats beyond.” His right eye cocked as he looked at Penient, ” They way they spoke of an Apok cast in blood made me wonder if they were here to kill or aid you.”

Interjecting some pointed scans and incidentally cutting off Soldad, Rodney beeped and booped as he collected samples of the antimagic slime, ”Master, this slime is quite sticky, I could stay hours collecting and only get but a few ampules. I have a rock with it, that we could perhaps throw. ” The droid beeped and continued, ” Soldad... Scourge of Jaralaixus 3. The way my master talked of you, I would have thought you more evil.”

Soldad crackled and bent low looking at Gretta, Han’s dwarven sister whom was quivering with a fair amount of fright. She gripped Han with tears running down her face, ”Brother... I don’t... I don’t...

Softly with less flair combined with a little of regret he told both Hans and Gretta finishing her words, ” Want To die... Perhaps not here child, perhaps not now but soon... Upon my honor, such as it child, if it is within my power to get you to where you need to be I shall do it. We are all here for a purpose.”

As the group made its way over the last 30 or so feet Soldad stopped the heroes with a raised hand before the opening. The snarls of the vampires were at a cricendo but one voice cut through the cacophony, ” Heave to we set sail in 5, get those meat bags aboard!” Rail gun fire, and then a horrific laugh.

Soldad’s eyes narrowed as he looked toward the opening and the relative unknown. His voice was sincere as it was mocking, ” So what’s your plan heroes? Just going to run out there? I heard you had a ghost with you, no? I see you have a crazy with you. So maybe just runing out there is your style. Or perhaps, if the rumors are true your droid has a device capable of wiping out vampires, do we just send it in alone?“

Presumably it was a 10” drop down from the mouth of the passage the group was traveling through. Then about 100” of a sandy beach to where the vampires were loading the rangers onto a few boats, it sounded like they were nearly done.

Make a skill roll and tell the story of how you prepare to go into this leg of the adventure. Tell the story of how you venture out stealthily, or perhaps as a crazed warrior. Do you bath yourself in light as aa distraction and draw the vampires towards you? Do you just roll Rodney out there? Or perhaps send Gretta and Soldad through a portal in hopes she can complete her task?
  • Choose one of your hindrances and have it apply a -2 to the skill roll. Please include how or why it caused you some difficulty.
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Ndreare
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Re: Part 8... War! Vampire boats

Post by Ndreare » Mon Jul 22, 2019 9:05 pm

Ndreare felt his own internal conflict boiling. He was always a strange being, his hubris for thinking with preparation he could defeat any challenge, and his caution that forced him to avoid challenges unprepared. This time though he had failed to make a detailed plan. Soldad, pretending to be good was also messing with him, he needed to prepare for when the creature inevitably turned on the team.

Looking down Ndreare watched the building forces. They needed a boat, they needed to reduce the enemy numbers and they needed haste. Looking to Penitent and Rodney he asks the two questions that mattered most. "Do you have an idea outside of stealth? I think if we sneak up there we will be found out and end up in battle." Then privately to Rodney. "When will the device be ready Rodney. What will you need to make it work?" The hole time it never occured to Ndreare that they would be unable to make the effort, only how many lives it could potentially cost. And EDIN's calculations said they had a less than 2% chance of loosing a hero in this skirmish, although it reported a 43% chance of the girl dying.

Ndreare would not accept those result. "We need a different plan, this one leaves the girl dead." He really could have accepted her as a loss, but he knew he could find a way for her to live, and more importantly the numbers showed that Hans was 98.3% likely to go insane or quit if the girl dies, and he could not have that until the mission was done. In the end it was frustration and some time wasted as was predicted the Crazy did her own thing, driven by internal conflict and the belief that a loved one was waiting.

Still Ndreare waited until the plan solidified, Ndreare does his best to work in the details of how everyone can work together, and how to best use their talents.

Roll 16 = 4 Successes
Knowledge Battle d12+8, Hindrance -2 = d12+6
Knowledge (Battle) 1d12+6 = 7: 1
Wild Die 1d6+6 = 12: 6
Ace 1d6+12 = 16: 4
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 35 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 5
  • +5 Quarterly Reset + Great Luck



Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset



Adventure Cards
Special GM removed, need interlude to obtain

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Ashlyn Alvarez
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Re: Part 8... War! Vampire boats

Post by Ashlyn Alvarez » Tue Jul 23, 2019 1:49 am

Mysticism 5
-2 Phobia
Mysticism 1d12-2 = 4: 6
Wild 1d8-2 = 5: 7
Zacatecas, Mexico
Night
Round 0

As they traveled down the last leg of their journey, Ashlyn opened herself up to God, praying quietly to gain knowledge and insight on the coming battle, the path ahead, where to place her feet, how many enemies there were, and to just center herself. She jumped at the shadows occasionally, thinking they moved, reminding her of her fight against the Silhouette that had nearly killed her. But always she returned to that calm, peaceful center to prepare herself for the fight ahead.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Last edited by Ashlyn Alvarez on Tue Jul 23, 2019 1:52 am, edited 1 time in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Pender Lumkiss
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Re: Part 8... War! Vampire boats

Post by Pender Lumkiss » Tue Jul 23, 2019 1:50 am

Rodney beeps, ” The device is ready now. It is rigged to a deadman's switch.”
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Re: Part 8... War! Vampire boats

Post by Ndreare » Tue Jul 23, 2019 8:11 am

Pender Lumkiss wrote:
Tue Jul 23, 2019 1:50 am
Rodney beeps, ” The device is ready now. It is rigged to a deadman's switch.”
"Excellent Rodney, you have done an amazing job. But lets hope we can use it without the deadman's switch. You have been a great companion and I would hate to loose you."
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 35 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 5
  • +5 Quarterly Reset + Great Luck



Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset



Adventure Cards
Special GM removed, need interlude to obtain

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Architect
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Re: Part 8... War! Vampire boats

Post by Architect » Wed Jul 24, 2019 12:46 pm

Hindrance: Curious

K/Arcana 5 _
-2 Hindrance/Scene Modifier
[*] K/Arcana (1d8) 1d8 = 7: 7
[*] Wild (1d6) 1d6 = 1: 1
"Soldad, you were gone so long from this world. Your children flourished in secret, yet you never seemed to be anywhere near them."

"How long have you been wandering among the mortals, this time?"

Architect glances down at young Gretta, "What is your interest in the young dwarf maiden?"
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Re: Part 8... War! Vampire boats

Post by Architect » Wed Jul 24, 2019 3:06 pm

Seeing that Soldad is pre-occupied with Gretta, Architect turns to the sounds of water, creaking wood, and the muffled sounds of voices, human or otherwise. If there is wind to move a wooden ship, there should be enough to move him in his nebulous form.

Taking to the air he becomes incorpreal, merely a wispy cloud. Allowing the slow air current to move him, Architect descends down towards the loading ships. Observing the approach to the shores specifically and watching for any movements in the water.

Hindrance: Curious

Survival 5 _
-2 Curious Scene Modifier
-2 Untrained
[*] Survival (1d4) 1d4 = 2: 2
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
Wooden ships. Canvas Sails. Why were there no nuclear powered boats down here? How did the boats get here in the first place?

As he descended further down, he noticed the cliff face and the crevaces. Paths and egresses alike. Hopefully there was some information that he could return to the heroes with.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Brody Conrey
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Re: Part 8... War! Vampire boats

Post by Brody Conrey » Fri Jul 26, 2019 7:03 am

Brody is going to try to gather more information on the captured rangers
He will use his abilities of to go intangible and stealth to get close. He looks for areas where no one would suspect a person to hide. As he moves back and forth he whispers “Yes I know this is a bad Idea, when have I ever had a good Idea. we need to be quiet.”

Stealth 1d8 = 6: 6 +4 -2=8
Wild dice 1d6 = 1: 1

Notice 1d4 = 2: 2+2 extra effort 1d6 = 1: 1 =5
Wild dice 1d6 = 3: 3

Psi for 1d8+4 = 5: 1 =5
Wild dice 1d6 = 3: 3
Detect arcane

Psi 1d8+4 = 12: 8
Wild dice 1d6 = 5: 5
Power boost strength

Jack is looking for how the prisoners are bound and where the weapons are. He wants to see if they are also mental prisoners.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Mercy
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Re: Part 8... War! Vampire boats

Post by Mercy » Sat Jul 27, 2019 9:44 am

Hindrances
Hindrances - Which one shall I use? Lol.
  1. Delusional (Major) Mercy knows she died and was reborn immortal due to her implants.
  2. Overconfident (Major) Mercy has utmost confidence in her immortal super human abilities.
  3. Hard of Hearing (Minor) What? -2 to noise related Notice Rolls.
  4. Curious (Minor) Why? It's a mystery lets investigate! What killed the cat? Speak up dear.
  5. Seasoned: Bloodthirsty: “Bathing in the blood of my enemies” has the potential to become a disturbing reality for a Crazy with this Hindrance. Her friends may need to keep her on a tight leash in some cases.
  6. Veteran: Delusional: Mercy believes all technology has souls and are alive. Most machines just don't know how to talk to us, unlike Mark, her APC who does talk to her.
Psi Roll
Psionics 1d10 = 9: 9
WD 1d6 = 2: 2
Skill roll at -2

GREATER SPEED
  • Power Points: 2
  • Range: Touch
  • Duration: 3 (1/round)
  • This Mega Power triples her Pace to: Pace is now 36.

Mercy knows that she is now immortal after being reborn with M.O.M. implants and it falls onto her to save those in need, gritting her teeth in a bloodthirsty smile she is overconfident in her supernatural like power and she bolts forward with a crazed ferocity ready to charge into battle to save the day.
Player: Dan Frederick (Lars)

Character Sheet: viewtopic.php?f=74&t=673

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Penitent
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Re: Part 8... War! Vampire boats

Post by Penitent » Sat Jul 27, 2019 11:42 am

Dark memories surface at Soldad's mention of the priestess Crystal and others from Wormwood now held below.

I was a different man then, he thinks, though the truth of that statement does little to assuage his guilt. But each breath is a chance to atone.

Accepting the redeemed vampire as an ally until he proves otherwise, Penitent joins the others to develop a plan of attack, such as it is.

"You know well by now my strength lies not in subtlety. But perhaps with brazen action I can provide a distraction for those of you with more roguish talents ..."

He stops and watches as Mercy charges headlong toward the boats.

"Perhaps a pair of distractions will serve."

With a nod to his companions, the apok draws his weapons and speaks a holy word. Fiery wings unfurl from his back and he surges into the air, flying high over the cavern and down toward the vampires and their chattel like a falling star. Will this be the battle in which his atonement comes to an end? He will welcome it, if it is, but he doesn't think his time of rest is come just yet -- there are innocents to save, and the scum below seem fit only for salvation at the end of his sword.

Faith 13
Heroic, Deathwish, Overconfident -- all that jazz! for a -2 and a Benny
Faith 1d12-2 = 6: 8
Wild 1d6-2 = 1: 3
Go ahead and use that Benny for Extra Effort (+ Elan): 1d6+8 = 13: 5
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: greater smite (sunlight) for +8 damage;

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Hans Greuber
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Re: Part 8... War! Vampire boats

Post by Hans Greuber » Mon Jul 29, 2019 1:30 am

Gadget Creation - 3 Cross-Dimensional Cellulose Integrators, 3 Quantum Space Resonators
Making 3 Cross-Dimensional Cellulose Integrator - Barrier (Spiked Wooden Thorns) Gadgets and 3 Quantum Space Resonators - Teleport Gadgets
  • Barrier Gadgets (+2 due Machine Maestro)
    • TW: 1d12+2 = 4: 2
      Wild: 1d8+2 = 5: 3
      Result: 5 - Success. 25 PPE Gadget
    • TW: 1d12+2 = 4: 2
      Wild: 1d8+2 = 6: 4
      Result: 6 - Success. 25 PPE Gadget
    • TW: 1d12+2 = 4: 2
      Wild: 1d8+2 = 3: 1
      Result: 4 - Success. 25 PPE Gadget
    Teleport Gadgets (+2 due Machine Maestro)
    • TW: 1d12+2 = 6: 4
      Wild: 1d8+2 = 8: 6
      Result: 8 - 30 PPE Gadget
    • TW: 1d12+2 = 9: 7
      Wild: 1d8+2 = 5: 3
      Result: 9 - 30 PPE Gadget
    • TW: 1d12+2 = 14: 12
      • Ace: 1d12+14 = 19: 5
      Wild: 1d8+2 = 7: 5
      Result: 19 - 30 PPE Gadget
"Here are some Quantum Space... make that 3 Teleport Gadgets and 3 Thorn Barrier Gadgets. These will allow you to rescue those Rangers quickly. Penitent, you know most of these people well. You assign them."
Pender Lumkiss wrote:
Mon Jul 22, 2019 7:45 pm
Soldad crackled and bent low looking at Gretta, Han’s dwarven sister whom was quivering with a fair amount of fright. She gripped Han with tears running down her face, ”Brother... I don’t... I don’t...

Softly with less flair combined with a little of regret he told both Hans and Gretta finishing her words, ” Want To die... Perhaps not here child, perhaps not now but soon... Upon my honor, such as it child, if it is within my power to get you to where you need to be I shall do it. We are all here for a purpose.”
"I will help you, Greta. You have not been through all that I have, nor have seen all that I have seen. We can get through this together."

Now, Mr. Soldat… what is this about her dying soon, and you being the one to kill her where she needs to have it done? It seems these others know you and at least sort of trust you, but I don't know you from Kurt... and even if I did, why the blazes would I let ANYONE kill my sister? She is the reason I came here to help. Asnir and Epim sent me here to rescue her, and she was my main concern. My friends that they also captured are my next priority... Humble the Ogre Demigod, Sammy, and the rest. Your Rangers are also important to save, but are not MY highest priority. If we are to rescue these Rangers, we need to do it as quickly as possible.
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Part 8... War! Vampire boats

Post by Pender Lumkiss » Sat Aug 03, 2019 3:06 pm

71B49456-9683-4012-B9C6-9B0C282104F3.jpeg
Seeker of Flesh

Spoon Fed Edition recap
The soft lapping of water came from over the bow. The heroes did it, the enemy had been defeated and the geysers called. It was a perillous journey through the cavern's shoals and the shallow drafts threatened to leave cannonball sized holes in the hull. But the main sail was lofted and colors of the resolute hung over the vampiric bow spirit. The other three ships had also been liberated and the rangers aboard, what little there maybe, were headed out to a town three days from Ixctoxz that would give them safe harbor. Some rangers had stayed with the heroes, but in reality were so emaciated from lack of food and water that though their determination was righteous giving them a task to be counted on would all but get them killed or worse.

Ash piles littered the deck as the boat made its way to t(e nearest geyser. Hopefully the power of Thoth held true and passing through its roarimg waters would take the heroes to their next battle. Hopefully their next battle would be easier than this one had been. Scores of vampires had thwarted the heroes, the wooden boats had vampires as well trained in modern fire arm as any CS trooper. Plus they were well organized to boot. The scattered red armor in the distinctive stylized CS motif was a mystery to be sure. It might have not been as brutal but the demon that called the vampire intelligence its father was almost invulnerable to any weapon.

Rodney beeped, as Soldad cried out, ” The rocks! We are too close to the shoals, turn or we will be capsized before we make it to the geyser!” The wooden galleon creaked and groaned as it traveled toward the geysers.

Rodney beeped again lowering a silver sized basketball object into his droid pinchers. A horrible roar echoed behind the boating resolute heroes. A great bulbous darkness filled the cavern behind. In the darkness many eyes, red and lidless blinked, the mass roared again! Rodney beeped, ever fearless and calculating, ” Master... The vampire intelegence comes... I can stay behind and end it. Unfortunately the remote controls to activate this bomb were lost, someone has to hold the “button” down. I am the most expendable.” The droid beeps again, ” It is a wonder how we all made it this far...”

Indeed droid... Indeed... How did the battle fare for each of your heroes? Below are some prompts and directions for each character.


Hans. Teleportation Proves Disastrous
Hans Invalid dice code!: Teleportation Proves Disastrous. -4 and opposed roll...
Teleportation a fine useful tool your TW master used to tell you. You might suppose that was until you were dealing with the being whom created it in the first place. Upon activating it you knew something was horribly wrong. The crystals shattered and the energy went everywhere. The worst part was the fear in Gretta’s eyes. It had been only moments ago the Ancient Vampire Soldad was trying is own way to buck her up.

The creatures wizened voice and decrepted hand held sway over Gretta, ”Child... You have had the dreams? Of a world unlike ours and an obelisk 8ft high?” Meekly Gretta nodded yes. Soldad continued with a whisper of a solemn vow, ”So have I. I will make sure you arrive to do your part.”

Gretta looked at Hans with fearful determination, ”I... I am ready brother to do my part. You did save me... You got me this far I am ready to do what Epim is telling me.” Her eyes went wide as the teleport malfunctioned...

Wood, slatted and old. Nails... Sound of water. A snarl and hiss. Ropes... A foul voice chortled, ” I be Captain Guld... Ye be a techno wizard, welcome aboard the Cutlass... They be is a fine pack and assortment of gadgets and a shiny ring. And of course you brought us a meal. Har har har.” It soon became clear to Hans he must have blacked out for a few seconds his pack and tools were in the hands of the vampires masquerading as CS grunts. It was also clear he was on one of the boats whose three sails were fully unfurled. Rangers were littered on the ground, some alive and some fed upon. Some not even moving.

The nearest one muttered barely clinging to life, ” Please, kill me...” Hans could tell this ranger had been fed upon and was turning into a vampire.

The captain, a nasty looking vampire whose skin was shriveled and leathery laughed holding Hans’ sister by the neck. ” Get us under way me maties... Time for a snack!”

His lips parted and tongue exited licking her exposed skin. She squeeked, “ Hans! Help...”

Make any skill roll to get out of this jam at -4 penalty TN is 1d12 = 10: 10 gm benny extra effort 1d6 = 3: 3
Penitent. Disastrous Dark Distraction
Penitent Invalid dice code!: Disastrous Dark Distraction. -4 and opposed roll...

The sand crunched under your boots. The vampires were many, and no doubt died underneath your blade... How many could you kill? How many kept coming? Were they truly endless? A distraction indeed.

Until... A soft voice called from behind. ”Father?” Female... Decidedly not Karl. Your daughter parted through the vampires as if she was one of their own. ”Father. I am glad my master gave me this opportunity to bring us together.” She wore an armor made of leather and yet moved and wrapped around her body protecting her well. She bore a sword dark and stained red as if done so through the blood of those she had slain.

She gestures to two hulking vampires and they bring out two bodies... Bloodied and beaten, barely clinging to life.

One was sweet boy Karl, one wing had been ripped and he was missing an arm. His eyes were swollen shut and jaw broken. Yet somehow he clung to life. Even admist the din of battle Penitent heard him whisper, ” Papa...”

The other body was Audrey the Rattler. She was missing an eye, and her stomach had a pole going through it as if she was some kind of meal meant for a spit. Her face was discolored black and blue, and she struggled against her captors spitting, ”Fuckers... Pen get me free and I—“ Smack... Penitent’s offspring struck her with the back of her hand.

She smiled mercilessly at him, ” Father... Lay down your arms and tell your allies to surrender. I will gift you these two broken vessels.” She winked...

A trap.... The demon king familiar of the intelegence had moved behind Penitent. Its hulking red mass moved swiftly and quitly through the vampire ranks as if some kind of gaseous form. Any lesser hero would have had their blood freeze and heart stop. The mouth of the 20ft tall spawn of hell had half a ranger sticking out from it. Suddenly as it closed the gap It solidified and brought its flaming warhamer around aiming to bring it down onto Penitent’s head. It gleefully croaked, ”Peakaboo... Me love you! Hahaha.”... Such was the battle Penitent found himself in.
Make any skill roll at -4 vs TN 1d12 = 7: 7 extra effort 1d6 = 4: 4
Mercy’s Dwarf filled sexy time, Hans don’t read.
Mercy Invalid dice code!: Sexy Dwarf filled Charge. +2 plus bonus jackpot!

Sexy time always starts with a charge and dwarves. Erin Tarin herself towards her later years penned an addendum to the Vampire Chronicles titled the The Charge of the Immortal Fury. The sand was coarse under the crazy’s feet, and the snarl of vampire’s was everywhere. Surely their numbers would have overwhelmed such a crazy combatant even if she was an immortal.

One vampire in particular eyed Mercy and parried her blade with some manner of ease. His wild attacks knocked her back. Thrust, thrust, thrust... Then a crafty leg sweep and Mercy found her self on her back looking up at the stalactite ceiling... Something metal glinted up there between some large stalactites.

The vampire snarled again, and he and its wild friends strode forward to deal a final blow to the crazy. The sand shifted beneath the surrounding vampire feet and tiny strong hands popped up through the sand grappling the ankles of the 10 nearest vampires tripping them before they can get to Mercy! Sand flew everywhere and when the dust settled Mecy was surrounded not by vampires but by 12 of the most beautiful pint sized dwarven Reid’s Rangers!

Their leader gave Mercy a sly suggestive smile, ” Dust Devil12 at your service m’lady. My name is Aye Stbbler, your bravery has inspired us both mentally and physically. We are at your service... In any capacity.” He grinned and stabbed a wild vampire in the eye with a TW wooden vibrosword almost in a manner that would suggest stabbing something else.

Again a glint from up above caught Mercy’s keen eye, it looked familiar and was waving? Jessica! ” Kssshhh Hey Mercy yes I am alive and five by five. Tell me where to drop the boom, I am all dug in.” Somehow Jessica Bronze had gotten herself dug in about 200ft up in between a pair of might stalactites. The wild vampires snarled again, although this time with less enthusiasm as not only were they facing the immortal Mercy, but 12 dwarven combat mages, and the bronze eye in the sky... As the mass of wild vampires came for her with vibrosword in hand fortune was for once on Mercy’s side.

Choose any skill and make a roll at +2
Bonus: for this quad or the next you can have Jessica arrive on scene and shoot her boom gun. If used during a quick combat or dramatic task, it adds +2 successes. This can only be used once per quad.
Brody Scouting trip Sucks
Brody Invalid dice code!: Scouting Vampires Sucks. -4 major issue

Everything was going according to plan. On the beach you founda group of rangers talking in hushed voices about the vampires and intelligence. You weren’t too sure if they were quiet because they were afraid to get caught talking or if they just lacked the strength. The four of them were in no condition to fight, one even looked like a cyberknight underneath the blood and grime caked on to his armor. They were all bound by rope and being slowly ushered off the beach to a ship. From his vantage point Brody was able to hear and see most of their conversation.

A scrawny human male with a thick mustache whose face was bleeding from a nasty vibrosword cut was trying to talk about the vampire’s numbers but his swollen jaw made it somewhat difficult, ” Ohhh... We need to strike now... Ughhh. There are only about 4000 wild vampires, plus 200 on the boats... Uggghh Sir Laz-“

The dirty looking cyber knight glared at the thick mustache human. The knights eyes were full of hot anger tempered with worry, ” Don’t say my name William. Not here... The vampires may have spies... I- oh why did they tear Carlotta apart... Why?”

The other two were a pair of psystalkers, female and male, both had arms in slings and a look of defeat plastered across their face. The make coughed up some blood and spat, ” They could not turn her...”

William, wipped some dried blood off his black mustache. He too seemed saddened by the memory of what appeared to be a friend and ally whom died, ” We... Ohhhh must honor her memory... If we can kill the vampires here, and that.. .” He slumps down as one of his bionic legs sparks clearly damaged.

The female psi stalker lifted William up, ” You are of course right Col William. If we had our strength we could kill the demon familiar, the wild vampires, and send the newly born Intelegence in that tower back from where it came...But we.”

The cyber knight nodded, ” Lack the strength...We must go to Ixzotc and take our chances in the slave pens. Perhaps there we can uncover why the vampires on the boats dress like CS soldiers.”

The four are soon pushed aboard a boat. Next to Brody a cloud of water vapor solidified revealing a vampire looking just like Penny! She had a psi lance in hand and drove it through Brody’s body pinning him to the rocks that had provided his vantage. She seethed, ” You left me! You left me in their hands and now look at me!! I loved you Brody, look at what that thing, my new master, did to me!!” She pointed to the tower that pulsated with a black many eyed mass.

Penny the vampire’s commotion drew the attention of a few other Wild Vampires, the jig was up! They came at you with sword, and dtried to afflict your will by telling you to lie down and sleep!
Any skill roll at -4, TN 4.
Architect makes for the water’s edge
Architect Invalid dice code!: Nebulas like storms. -2 interference

Soldad looked curiously at the Changku Dragon. Architect's words seemed to have a profound effect more so than any other on the ancient vampire. Architect like all the celestials was of course aware of a great prophesy concerning the shadow walker redeemed in the light. Could Soldad be the one foretold? The wizened vampire croaked, "My interest in the child is the same as you. The Visionary came to me in a dream filled with pain and doubt and showed me the future. I feel it is my path to see this future unfold. After all I used to be like them..." Soldad pointed out into the great cavern of vampires as Architect went into his gaseous form, " But now... I am changed, I wonder if you have changed as well great dragon."

Soldad's words lingered with Architect for only a few moments as he floated unnoticed past scores of vampires and injured Reid's Rangers. It seemed one of the boats had opened up against some rangers who had tried to plee for some food. The Captain of the boat laughed at the slaughter. The vampire was well hidden under the guise of CS armor but its cruel twisted vampire voice was unmistakable, Oh Oh Oh and a bottle of run me hearties, Let e'm have it... We only need about 1000 of these pour souls... Har Har Har." Already they had a good 100 rangers aboard the ship lying face down on the deck or in the hold. It might be a bit of a challenge to free them, after all a rail-gun was a threat, plus the vampire's on the boats were all outfitted as CS soldiers and equipped just as well.

Something jostled the boat, rocking it slowly. The boats vampire captain told his vampire men, Hold still you scallywags... Something is in these waters..." The red armored soldiers stopped for a moment and a few peered over the wooden edge of the boat only to be dragged over by a thick tentacle. The captain cried, " Kraken!!!"

Architect knew better, it was a psychic entity known as a Malestrom-Maker! A creature of alien intelligence, and evil as they came. It's standard tactic was to wrap a ship, or use its psychic power to drag a ship to its maw center mas! Legends say even its mouth could tear a glitter boy to shreds in moments. There were a 100 rangers on that boat, plus the boat itself was something needed to ferry the rangers out of this cavern. Going back through the catacombs would surely mean a death sentence for many of these exhausted ranger allies. Architect had only moments before the creature could drag the ship to its mouth!

Make any skill roll at -2, TN 4
Ashlyn, dreams of New Alamo
Ashlyn Invalid dice code! -2 interference
Prayer, meditation, and a holy connection to her divine... Ashlyn opened her eyes and was back in The convent of New Almo lyimg on a bed. Its wood beams and stained glass were all to familiar. Sister Penelope was dabbing her head with a cold compress. Her eyes were filled with concerned and bloody rags were on the floor next to her.
She whispered taking Ashlyn’s hand, ” There... There child, you are alright, thank the heavens.”

She brushed Ashlyn’s sweat soaked hair off her face trying to be of comfort, ” You remember, the vampire attack last night? Wiskey Peete had been under their thrall and had held them hidden in his vehicle. Such horrors of the night.”

She helpped Ashlyn up and gestured to the many other beds filled with acolytes you ger than Ashlyn. ” We tried to fight, and if it were not for some heroes from the tomorrow legion we would have been overrun.” The nearby sister lying in the bed whimpered next to Ashlyn as if afflicted by something dark.

Sister Penelope grimaced drawing a dagger made of wood and lined with silver. The holy symbol of the cross had been etched by fire into the very wood itself, ” Many sisters were bitten... Many...” She swiftly without hesitation drove the dagger through the crying sister’s heart. ” Many had to be killed...” Outside the window that was letting in the soft glow of the morning sun Ashlyn could see bodies and bodies of sisters being burned.

Caves
Soldad nodded to the heroes disembarking, ” I will gaurd your mystic while she communes.”. After a few minutes alone Soldad peered at Ashlyn, ” Mystic... It is taking to long. I can sense we are about to be overrun. Vampires are coming!” He dragged her body to the side and looked at her face with concern.
The sound of the chapel rang at an odd time, clang, clang, clang... Another sister came by Ahslyn’s bed. Sister Sarah pleasantly smiled, ” Will Sister Ashlyn be getting up and joing us for morning prayer?”

Soldad with sword in hand was furiously trying to protect Ashlyn while she lay in trace. But even for the ancient vampire 12 of his bretheren was pushing his limits. Parry thrust... Clang, clang, clang...

Sister Penelope frowned worried and helpped Ashlyn back into the bed, ” She is still weak, she was too bitten, but with gods grace will have strength to recover.” She touched Ashlyn’s throat where there was a cut of some kind. Sister Sarah nodded sweetly, ” Well hopefully she gets up soon...”
Caves
Soldad struggled furiously against a pair of vampires that had tackled him to the ground. He reached a decrepit hand to Ashlyn whom was being strangled by a nasty vampire with blood red eyes, ” Get off her! Ashlyn wake up!”
Your eyes close breifly and then open.
You can wake up at your leasuire. Make any skill roll -2 to get out of the situation.
Ndreare commands the Claw
Ndreare Invalid dice code! +2 bit of luck
Vampella II, a world on the fringes of the three galaxies and a hot bed of vampires. Ndreare looked through the main view screen of the drednaught he was captaining. The empire’s forces had surrounded the malligned and infected planet. They launched yellow fire sun torpedoes breaking through the mantel, and in 30 seconds there was nothing left. Next to Ndreare his brother Yodhe chuckled looking at the display, ” Such hubris... They count on their elder like status to keep them from harm, never seizing the battle when it could have been won.”

Having fought against such enemies on a large scale before Ndreare could see the same patterns and same tendencies. Although this alien vampire intelligence which was pit against him was infantile compared to those he had led the empire’s forces against long ago. The decisive move was clearly getting the rangers away out on the boats, but the vampires masquerading as CS soldiers currently occupied the wooden galleons. The captured rangers seemed weak and almost on deaths door. Fortunalty a solution appeared in the form of a radiant beauty named Crystal Claw.

Light of step and a flowing raven head of hair that defied gravity, the woman known as the Keeper of the Three stepped from the shadow with whispered words both stern and fare, ” Hail Commander... I am Crystal Claw of Womwood, a place both unfamiliar and beautiful. I and my men have come for Penitent, and by the looks of it we have come just in time.” She passed her hand over a large swath of the cavern and it shimmered revealing 200 warrior monks. It seems they must have an elementalist in their ranks and had bored straight through the rock! She tapped her crested breast plate with a sword made from a single piece of pink crystal. ” You seem reasonable Ndreare, we will fight with you then deal with Penitent afterwards.” With a fighting force at his command, and his allies providing support at long last hope was on the resolutes side.

Suddenly the wizard was assaulted, not physically but a loud scratching noise erupted in the center of his mind. The vampire intellegence was communicating directly with him, ” Seeker of Flesh deems you worthy Elf to stand by his side. We are similar, both are creatures that know what the final calculation will bring. The boats must make their destination, but if you surrender I shall let you go free with 590 rangers of your choice. You have fought as well as any could have.”

Crystal Claw grabbed her head and Ndreare’s arm, ”No resist... It lies.”

” She lies... Kill her and you will have freed 1500 rangers. I must send 500 to Ixctoxz.”

Crystal Claw held up a hand warding off her monks. She dropped to one knee under some kind of mental torment. She gritted, ”Ndreare, what is the command?”
You can choose any skill to roll at +2

Player Directions...

Ok folks tell us how, or what you did in this epic brawl. Each character has a little crafted scene to give you something interesting that happened during the battle. I tried to play off how you were going in. Every NPC is fair game to your whim with the exception of the vampire intelligence which is pursing you.

Every character has a roll to make in their occ. use the results, your occ, and your hearts desire to craft your story. Roll results and below.
  • Crit fail: 1d4 wounds (soakable)
  • Fail: 1 wound ( soakable)
  • Success: make a vigor roll and if successful cary on, fail and you take a fatigue lvl from the lengthy battles duration ( fighting for ten minutes is enough to make anyone sleepy). Also save 100 rangers
  • Raise: no negative effects
Edit: bonus was removed.


Special: for every success and raise 100 rangers are saved. Max is 2500.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Hans Greuber
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Re: Part 8... War! Vampire boats

Post by Hans Greuber » Sat Aug 03, 2019 6:21 pm

Repair 18 - Success with Raise
Repair (-4 due Scene, +2 due Mr. Fixit, +2 due Universal Energy to Matter Converter, +1 due Machine Maestro)… net +1
  • Repair: 1d12+1 = 6: 5
    Wild: 1d8+1 = 2: 1
    • Bennie Reroll
      • TW: 1d12+3 = 6: 3 (Elan)
        Wild: 1d8+3 = 6: 3 (Elan)
      Bennie Re-Reroll: 1d12+3 = 10: 7
      Wild: 1d8+3 = 11: 8
      • Ace: 1d8+11 = 18: 7
    Result: 18 - Success with Raise! 200 Rangers saved and neither Wounds nor Fatigue

Punching the hull of the ship with his armor's augmented strength, he pulls his gauntleted fist back, and a rush of water sprays in and hits Captain Guld dead center.

"You got most of my tricks, but my mind is my strongest weapon."

Putting his hand in front of the stream of water, Hans aims it at the remaining vampires, taking them out... including the just turned Ranger. With the water now pouring into the boat, Hans grabs the keys for the manacled Rangers and tosses them to Gretel. With the force of the water coming in, the timbers of the hull start cracking and enlarging the hole. Hans grabs out his Universal Energy to Matter Converter and gets to work at fixing the rapidly growing hole in the hull of the ship. The water is almost waist high on Hans before he stops the flow, but once he does, he grabs the rest of his gear and quickly converts the bilge pump into a fire hose that the most able bodied of the Rangers man as they quickly clear the decks of the remaining vampires.

"Now we need to get this ship under control. I am better than anyone who has never piloted a ship, but I am sure if any of you have any experience with boats, you would do better than me. Any volunteers?"
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Re: Part 8... War! Vampire boats

Post by Architect » Sun Aug 04, 2019 4:43 pm

"Soldad! I don't mean to question your intentions." Architect said becoming a physical being once more, "However now would be a good time to prove your recently spoken convictions."

Persuade Soldad 6 _
-2 Scene Modifier
-2 Untrained
[*] Persuassion (1d4) 1d4 = 4: 4
[*] Aced! Persuassion (1d4+4) 1d4+4 = 8: 4
[*] Super Aced! Persuassion (1d4+8) 1d4+8 = 10: 2
[*] Wild (1d6) 1d6 = 4: 4
"Come wise one. Lend me your strength. Let us both lift the ship clear." Architect flies to the front of the ship and begins lifting, motioning with a free claw toward the back of the ship where Soldad should be able to heft the other end.

While they are lifting the boat and the CS vampires are appearing, Architect engages Soldad in a game of psychic ping-pong with the unaware CS-clad vampires. Architect tilts the ship in such away that the "ball" always goes off the field and never stays in play. He of course does nothing to retrieve the lost "balls".
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Mercy
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Re: Part 8... War! Vampire boats

Post by Mercy » Mon Aug 05, 2019 6:36 am

Details
Sexy time always starts with a charge and dwarves. Erin Tarin herself towards her later years penned an addendum to the Vampire Chronicles titled the The Charge of the Immortal Fury. The sand was coarse under the crazy’s feet, and the snarl of vampire’s was everywhere. Surely their numbers would have overwhelmed such a crazy combatant even if she was an immortal.

One vampire in particular eyed Mercy and parried her blade with some manner of ease. His wild attacks knocked her back. Thrust, thrust, thrust... Then a crafty leg sweep and Mercy found her self on her back looking up at the stalactite ceiling... Something metal glinted up there between some large stalactites.

The vampire snarled again, and he and its wild friends strode forward to deal a final blow to the crazy. The sand shifted beneath the surrounding vampire feet and tiny strong hands popped up through the sand grappling the ankles of the 10 nearest vampires tripping them before they can get to Mercy! Sand flew everywhere and when the dust settled Mecy was surrounded not by vampires but by 12 of the most beautiful pint sized dwarven Reid’s Rangers!

Their leader gave Mercy a sly suggestive smile, ” Dust Devil12 at your service m’lady. My name is Aye Stbbler, your bravery has inspired us both mentally and physically. We are at your service... In any capacity.” He grinned and stabbed a wild vampire in the eye with a TW wooden vibrosword almost in a manner that would suggest stabbing something else.

Again a glint from up above caught Mercy’s keen eye, it looked familiar and was waving? Jessica! ” Kssshhh Hey Mercy yes I am alive and five by five. Tell me where to drop the boom, I am all dug in.” Somehow Jessica Bronze had gotten herself dug in about 200ft up in between a pair of might stalactites. The wild vampires snarled again, although this time with less enthusiasm as not only were they facing the immortal Mercy, but 12 dwarven combat mages, and the bronze eye in the sky... As the mass of wild vampires came for her with vibrosword in hand fortune was for once on Mercy’s side.

Choose any skill and make a roll at +2
Bonus: for this quad or the next you can have Jessica arrive on scene and shoot her boom gun. If used during a quick combat or dramatic task, it adds +2 successes. This can only be used once per quad.
Dice Roll 14
Choose any skill and make a roll at +2
PSI 1d10 = 10: 10 +2, Ace: 1d10 = 2: 2 = 14
Wild Die 1d6 = 1: 1
Powers for Scene
Sublime Chaos, Berserk, Split the Seconds, etc., Smite on her Desert Eagle (.50) Pre Rifts Pistol, Psi Sword activated.

A sublime chaos flowed across her eyes, pink foxes dressed like 12 dwarves and a golden teddy bear with a massive lollipop joined a cacophony of unheard music, all of which danced into Mercy's head.

Time slowed, and a berserk sense of even chocked out any uneasy as Mercy's left hand opened and a psi blade rippled outward, in her right hand a old world desert eagle 50 cal pistol glowed with a smiting blessing, as sword and gun became one with the woman. She could hear the gears in her mind whirl and hum as she moved across the ground faster than any ordinary mortal woman could have, blast struck outward and slashing psi blade arced and sliced back and forth. Vampires be damned, their numbers be damned, Mercy had Jessica, had the sexy time crew and had her own immortal perfection!

Like a hot butter through butter the Crazie danced her death dance in and among the Vampires. Crazier than a snakes elbow, Mercy rushed the undead with less than a care.

The Vamp-ee-heads didn't stand a chance.
Player: Dan Frederick (Lars)

Character Sheet: viewtopic.php?f=74&t=673

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Ashlyn Alvarez
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Re: Part 8... War! Vampire boats

Post by Ashlyn Alvarez » Tue Aug 06, 2019 11:04 pm

Mysticism 7
-2 difficulty
Mysticism 1d12-2 = 5: 7
Wild 1d8-2 = 0: 2
Vigor 5
Vigor 1d10 = 3: 3
Wild 1d8 = 5: 5
Zacatecas, Mexico
Night
Round 0

Ashlyn looked around the infirmary where she lay in the bed, feeling the cool compress on her head. “Sister Penny?” she murmured with confusion. “I don’t understand. I don’t remember…”

Dream fought with reality as the snarls of vampires echoed around her, Soldad’s voice yelling at her.

“I was bitten?” She winced as she watched Sister Penelope stake the novice next to her.

Ashlyn choked, something around her throat. Soldad was yelling. Her eyes flew open, saw them surrounded by vampires. Ashlyn’s eyes glowed with celestial silver. “Begone, foul demons!” she cried in a voice not her own, holding up the Shield of Jeanne d’Arc, which glowed with brilliant light. The light surged out around her, vaporizing vampires into clouds of ash and dust, clearing the space. Something spared Soldad from the brunt, though he still cringed as his skin reddened and burned slightly. But he wasn’t ashed.

Ashlyn pulled herself up. Gracias, she allowed herself to thank Soldad as she turned to enter the fray.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Brody Conrey
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Re: Part 8... War! Vampire boats

Post by Brody Conrey » Wed Aug 07, 2019 7:15 pm

Soak rolls 1d6 = 6: 6+4-4 +2
Mental Resistance: +4 to all checks to resist psionic effects, and +4 armor against psionic damage. This stacks with Arcane Resistance
Captured in and out Unconscious
To sleep
Psi 1d8 = 4: 4 4-4+2 (4ISP)
Wild Dice 1d6 = 6: 6 1d6 = 6: 6 1d6 = 6: 6 1d6 = 6: 6

He pretends to sleep, The stab to Brody hurts. He acts like he is hurt worse than it is. As this is going on he uses EXALTED TELEPATHY to communicate with Archie, “Archie I am on a boat with some of the leadership of Reid’s Rangers, a cyberknight name sir Laz? Two Psi Stalkers, A guy with big mustache by the named Col William."
Psi 1d8 = 5: 54-4+2 (4ISP)
Wild Dice 1d6 = 1: 1

A Vampire Wedding
Brody thinks about what life would be like with Penny Vamp. The wedding photograph would not have any of the her in them. Brody would be dancing by himself. The cake smash to the face would have a smashed cake hanging in midair, and as Brody would be covered. Taking a garter off an invisible leg, would be just odd. Now think about the wedding feast Blood or none Blood. Of course the best wine and the best blood, Bags of O+.

But this was not Penny he wished he could do something he wished, he could cover her back, but those times were gone.
Brody tries to contact Reid’s Rangers, “Don’t show emotion. I am in contact with my friends, we might be able to rescue you. I figure wait till we are away from the shore. we will have less vampires on board. Then drop the mast with sail over them that will be the cue for us to try to take the ship. The rope that connects all us together. I will eliminate and any other way. Any other ideas from you can be spoken over this link without interference." “Ansir, I can’t do this without you and the others, any little bit will be appreciated. Please guide my hands in the minutes to come.”

Well Brody was tied up but something they forgot was his suit had a few hidden weapons the Garrote, and the blade.
Penny seemed to be hanging around him. He needs her to be distracted. And looking away.
Archie’s distraction?: smashing the yard arm and sending wooden splinters all over.

The yard arm comes down.

The fire flies start swarming: We don’t know what happens here, but some fireflies start attacking the Vampires. Brody swears that what he saw were fairies attacking the others thought it was just good luck.
The Psi Ghost becomes intangible the rope between the other prisoners is now gone. They are free to do their thing they grab wooden splinters, and Oars, and start attacking the vamps.

Penny loses her head:
stealth 1d8 = 2: 2 +4-4 Extra Effort 1d6 = 4: 4 Wild dice 1d6 = 3: 3
Fight 1d8 = 7: 7+1+4 -4
Fight 1d8 = 5: 5 +1+3 vibro

Garrote goes through her neck (it is intangible at this time) He adds Exalted Smite( automatic raise) with sunlight. He pulls using the strength of the armor as the sword that appears in his hand and is driven through her heart. He throws the head up into the air and his phoenix grabs it and reduce to ashes and they fall into the river.

In a short order the battle for the boats is over the FireFlies go away. Battle for the boat is over, it is amazing what desperate ones can accomplish. The voice in his head comes in clear to him , “Brody, the fairies are leaving and the fabric between our worlds is getting firmer. I don’t think I can help you any more good luck, and I will always remember you….”

Brody’s Journal
I use to think I was the unluckiest person in the world. Girlfriends die, drop me and one gets turned into a vampire, then I realized that I was not unlucky. I had friends come along at the right time and guide me to where I had to be.
1d8 = 2: 2
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Penitent
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Re: Part 8... War! Vampire boats

Post by Penitent » Thu Aug 08, 2019 12:02 pm

Fighting 18 vs. 11 opposed roll, Success with a Raise
Using Fighting, which is at 1d12+3 with Fury's Fang, -4 scene modifier
Fighting 1d12-1 = 8: 9
Wild 1d6-1 = 4: 5
Using my Fury Benny for Extra Effort (rolls a 1d10 instead of 1d6) + Elan. 1d10+10 = 18: 8
[dice][/dice]
Vampires fell beneath Penitent's shining blades in numbers too vast to count. Like a spinning wheel of fire he charged through their ranks, cutting them down like blades of grass -- until a voice stops him in his tracks.

"Father?"

The woman before him looks much like her mother, only her eyes, hard and glinting like onyx, hinting at her father's visage. He can hear the child that was in her voice, and how it has been changed by dark roads traveled.

"I am glad my master gave me this opportunity to bring us together,” the young woman says, a bloody blade in her hand. She gestures to two hulking vampires, and Penitent takes a deep breath as the battered bodies of Karl and Audrey are dragged into view.

Karl, with a torn wing and missing arm, could barely whisper, "Papa ..." Audrey, missing an eye and run impaled by a spear through her stomach, was more feisty, spitting and cursing her captors before the woman with Penitent's eyes smacks her across the face.

"Father ... Lay down your arms and tell your allies to surrender. I will gift you these two broken vessels,” she says, before winking at something behind him ...

"Illusion is a tool of the weak," the apok says, already well aware of the demonic familiar approaching from behind.

It thinks itself the hunter, when it is the prey.

The hulking red mass moved swiftly and quietly through the vampire ranks in gaseous form. It took physical form as it closed the gap, half a ranger's corpse hanging from its mouth.

”Peakaboo... Me love you! Hahaha,” it chortled as it swung a flaming hammer toward the apok's head.

Splinters of rock fly where the blow strikes the ground, but Penitent is gone -- leaping forward, he beheads the two vampire guards holding Karl and Audrey, before crossing his blades and cutting his daughter -- or rather, the Master Vampire that had been cloaked in her image -- into three pieces.

Before the corpses touch the ground the apok pivots, launching himself back toward the 20-foot-tall hellspawn, still struggling to wrench its hammer out of the ground. Running up the haft of the hammer like a ramp, Penitent launches himself upward.

Using Durendal like a spike, he slams the silver blade into the massive fiend's shoulder, using the blade to pull himself even higher. Fury's Fang hungry teeth scream as the apok brings the enchanted chainsword around in a brutal swing that cleaves into the demon's face, chewing through flesh and gristle and tearing free its lower jaw.

Penitent is thrown clear as the demon familiar screams in agony, black ichor spraying from the grievous wounds.

"NO THAIR! NO THAIR!" it screams, struggling to form words with its ruined face. "YOU THEATING THEATER! I'N TELLING!"

Spraying black blood and acidic tears, the demon flaps its great wings and flies off, disappearing into the darkness as the battle slowly turns in the favor of the Resolute heroes.

Making sure no foes remain nearby, Penitent moves to Karl and Audrey. With the death of the Master Vampire, the glamour that had cloaked them was lifted, as well. Neither was as badly wounded as they had appeared, though cuts and bruises were plentiful.

"You made that big baby your bitch, Papa!" Karl says. Giving the dead vampire that had been guarding him a savage kick, the redeemed brodkil begins rummaging under the corpse, where he retrieves his battle fury blade and celestial cell phone. "You better not have looked at my messages!"

Audrey takes Penitent's hand and lets him pull her to her feet.

"Your daughter ..." she says, the tears in her eyes a reminder of the dark news Penitent still has to break to her.

"It wasn't her. I knew as soon as it called me 'Father.' She never called me that," he says.

Still, he was unsettled. While it hadn't been his daughter he killed, it had looked like her. Which meant the vampire had seen her, knew enough to sound like her, too.

Which meant she had been here, perhaps was still here, in these black caverns.

The darkest depths of Hell held no fear for Penitent. But he feared to find out what purpose his daughter might have here. And who, or what, she might serve.
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: greater smite (sunlight) for +8 damage;

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Ndreare
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Re: Part 8... War! Vampire boats

Post by Ndreare » Sun Aug 11, 2019 8:03 am

Player Directions...

Ok folks tell us how, or what you did in this epic brawl. Each character has a little crafted scene to give you something interesting that happened during the battle. I tried to play off how you were going in. Every NPC is fair game to your whim with the exception of the vampire intelligence which is pursing you.

Every character has a roll to make in their occ. use the results, your occ, and your hearts desire to craft your story. Roll results and below.
  • Crit fail: 1d4 wounds (soakable)
  • Fail: 1 wound ( soakable)
  • Success: make a vigor roll and if successful cary on, fail and you take a fatigue lvl from the lengthy battles duration ( fighting for ten minutes is enough to make anyone sleepy). Also save 100 rangers
  • Raise: no negative effects
Edit: bonus was removed.


Special: for every success and raise 100 rangers are saved. Max is 2500.
Ndreare commands the Claw
Ndreare Invalid dice code! +2 bit of luck
Vampella II, a world on the fringes of the three galaxies and a hot bed of vampires. Ndreare looked through the main view screen of the drednaught he was captaining. The empire’s forces had surrounded the malligned and infected planet. They launched yellow fire sun torpedoes breaking through the mantel, and in 30 seconds there was nothing left. Next to Ndreare his brother Yodhe chuckled looking at the display, ” Such hubris... They count on their elder like status to keep them from harm, never seizing the battle when it could have been won.”

Having fought against such enemies on a large scale before Ndreare could see the same patterns and same tendencies. Although this alien vampire intelligence which was pit against him was infantile compared to those he had led the empire’s forces against long ago. The decisive move was clearly getting the rangers away out on the boats, but the vampires masquerading as CS soldiers currently occupied the wooden galleons. The captured rangers seemed weak and almost on deaths door. Fortunalty a solution appeared in the form of a radiant beauty named Crystal Claw.

Light of step and a flowing raven head of hair that defied gravity, the woman known as the Keeper of the Three stepped from the shadow with whispered words both stern and fare, ” Hail Commander... I am Crystal Claw of Womwood, a place both unfamiliar and beautiful. I and my men have come for Penitent, and by the looks of it we have come just in time.” She passed her hand over a large swath of the cavern and it shimmered revealing 200 warrior monks. It seems they must have an elementalist in their ranks and had bored straight through the rock! She tapped her crested breast plate with a sword made from a single piece of pink crystal. ” You seem reasonable Ndreare, we will fight with you then deal with Penitent afterwards.” With a fighting force at his command, and his allies providing support at long last hope was on the resolutes side.

Suddenly the wizard was assaulted, not physically but a loud scratching noise erupted in the center of his mind. The vampire intellegence was communicating directly with him, ” Seeker of Flesh deems you worthy Elf to stand by his side. We are similar, both are creatures that know what the final calculation will bring. The boats must make their destination, but if you surrender I shall let you go free with 590 rangers of your choice. You have fought as well as any could have.”

Crystal Claw grabbed her head and Ndreare’s arm, ”No resist... It lies.”

” She lies... Kill her and you will have freed 1500 rangers. I must send 500 to Ixctoxz.”

Crystal Claw held up a hand warding off her monks. She dropped to one knee under some kind of mental torment. She gritted, ”Ndreare, what is the command?”






Fighting the blinding pain in his head Ndreare concentrates, then with some sublte words and a gesture strengthens the spirit of himself and the others. Saying outload and putting his will into it. "We will fight this vampire, and every vampire until they are eradicated from this world."

Once thier minds where able to resist the power of the godlike being Ndreare got to work and welcomed the aid. But the warning of plans for @Penitent had him a little concerned. Using EDIN to send a message to Penitent letting him know of the arival of these new people, telling EDIN to continue sending intelligence to Penitent. Then he brought up a holoscan for those gathered around. "This is a private channel, if you work with us, we will need to communicate." Then as everyone gets lined up and ready he adds. "Okay, lets see what we can do with this. I need to know the basic abilities of your men." Once he had a good assesment of their abilities Ndreare was ready to go.

The decision to be stealthy and take advantage of the elemental powers was an easy one. Lets see how close you can get us to those ships. Explaining the need to save as many rangers as possible as any that are able to fight will help us kill this monster once we get to it.

The work was cold, and miserable as they went in coming from above, the elementalist where able to get them to a point where a 20' drop was all that was needed to and on the decks of the ships. The vampires where powerful, but not invincible. As sprays of water scoured and washed the decks the initial battle was going a little too easy. Then things turned when a vampire manifested who was unafected by daylight or water. The creature moved through them like a sythe killing friend and foe alike as he headed for Crystal Claw and Ndreare.

Ndreare warned Crystal Claw. "These ones need to be incapacitated and their amuletes taken away to die." Then the two of them went to work. But it was not as easy as it should have been. Ndreare was already tired from the endless battles and this vampire had a speed to match even his own when his mighty spells where going. Parry and thrust where countered by a being simply willing to accept some hits and only dodging others. The end result was as if he himself was protected by powerful magic. Which in a way the curse was doing.

In the end it was Crystal Claw who stopped him, seezing the vampire she accepted his blows so that he could be help in place while Ndreare ripped the amulet from him. Once the amulet was off Ndreare was able to wrest the amulet from him and place it safely in containment with Rodney.

Two down, but how many are out there. The other implied they had a couple dozen or perhaps as many as thirty of these pieces of silver.
Spellcasting

Spell Casting d12+5 Master, Scene +2 = d12+7
Spellcasting 1d12+7 = 13: 6
Wild 1d10+7 = 12: 5
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 35 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 5/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 10/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 5
  • +5 Quarterly Reset + Great Luck



Rodney Status
Wounds: 0/3
Bennies: 2
  • +2 Quarterly Reset



Adventure Cards
Special GM removed, need interlude to obtain

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Pender Lumkiss
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Re: Part 8... War! Vampire boats

Post by Pender Lumkiss » Wed Aug 14, 2019 7:50 pm

Into the Gyser!! Maybe!
As the three other ships sail for safety and out of the cavern. Yours turns toward its final approach aiming for a gyser of water. A foul darkness looms over the cavern as the gyser splashed over the side of the boat. A seeping mist surrounded the Gallion as its masts filled with a biting wind. Rodney beeped out a warning, ” The vampire Intellegence comes from behind... Scans show we will not make it! I will take the bomb to it and destroy it. When it explodes it will most likely end anything in this cave and catacombs putting an end to the intelegence.” Despite the droid’s monotone pitch, it hovered near the stern ready to take itself and the bomb it had been carying for some time down the vampire intelligence’s raging multi eyed maw.

The ship crashed into a rocky shoal, Soldad was nearly thrown over board. His old gnarled hands gripped the ship’s wooden railing as his feet dangled precariously over the water. He yelled, ”Fools! Who is steering this ship? Agrrr...” A tentacle from some underwater creature wrapped around his leg trying to draw him into the deep.

A few of the injured rangers the heroes had saved stumbled on deck trying in vain to shoe away the mists that had enveloped the vessel. One of them yelled over the crashing of the ship against wave and rock, ” Vampires! Vampires in the mist!”

Another cried, ” No! The vampires are the mist!” The rangers aboard even if they had been at full health were ill prepared for dozen’s of vampires to emerge from the mist and grip them by the throat. One even managed to wrestle Gretta to the ground licking the dwarven child with its black extended toungue.

Ndreare’s communicator beeped as the giant red eyed monster swelled up and over the back of the ship. The intelegence! Master... There was no way to remotly detonate the bomb, perhaps with time we could construct a remote. But there is little time to be had traveling with you for such persuits. In order to learn everything I could from the bomb I had to fuse with it. The force will be something like a small super nova confined to the cave and surrounding area. I have uploaded my core programming into EDIN. It is best if you are not here when it goes off, head through the geyser. Goodbye...” The droid hovered to the very back of the boat and extended the silver orb bomb the heroes had recovered from the mines so long ago. The droids arms seemed to have formed within the very bomb itself! There was no separating the two in time to use the bomb against the intelligence. However, could one droid alone get the job done?

Soldad struggled to pull himself up yelled once more, his voice straining to be heard against both the horrible roar of the vampire intelligence and the looming gyser, ” Hurry, Take us into the gyser! Ughh...” Whatever had him wrapped up pulled him till a green gangly nail was all that was clinging to the boat for dear life.

Both Karl and Audrey the TW rushed from the hold and drive blade and stake into the necks of a couple of vampires and look at the heroes. Karl snapped a quick group photo and chortled, ” What are you waiting for? An engraved annoucement? Time to be a hero.”

Please make a skill roll would like to make to resolve the scene. Along with the skill roll incorporate the scene difficulty into your narration.

Note one character must make a boating roll, and another character can try to persuade, disable, or otherwise talk Rodney from sacrificing himself (note... Detonating the bomb is the only way to kill the intelligence at the moment, and sadly someone has to be physically connected to it).


A few other examples... Other folks can aid Karl and Audrey in killing vampires, fixing the hull, or even saving Soldad before he is pulled into the water. Heck you can even support the boater. I am game for pretty much whatever you like. If someone wants to end their character helping Rod destroy the vampire intelligence that would be a fitting end.

Difficulty: roll 1d6 to determine your difficulty level and then narrate the difficulty into your scene.
  • 1) Disaster: Yeah things went as wrong as they ever could. Some thoughts... Maybe An old enemy showed up at the exact right lr wrong moment to make sure you die. Or the one thing that could save you or you were depending on clattered over board. Not only is your skill roll made at a -4 but something is actively opposing you. Roll 1d4
    • 1) Its not bad, the force is only professionally skilled. Roll 1d8 for the TN
    • 2) A little bad, the force is very skilled: Roll 1d10 for the TN
    • 3) Yeah ok, this guy is as good as you. Roll 1d12 for the difficulty
    • 4) Fucked... Roll 1d12+2 and a wild die 1d8+2
  • 2) SNAFU: Fortunately whatever is opposing you did not choose the worst moment! Still though it might be tough.
    • 1) Its not bad, the force is only professionally skilled. Roll 1d8 for the TN
    • 2) A little bad, the force is very skilled: Roll 1d10 for the TN
    • 3) Yeah ok, this guy is as good as you. Roll 1d12 for the difficulty
    • 4) Fucked... Roll 1d12+2 and a wild die 1d8+2
  • 3) Major Issue: Something very bad happened you skill roll is made at a -4.
  • 4) Interference: one or more of your hindrences got in the way. Make the roll at -2.
  • 5) A bit of luck: Fortune smiled on you this time. You skill roll is at a +2
  • 6) Jack pot. Everything went right and then some. You can make the skill roll at a +2 and a d20 roll on the following table:
    • 1-3 Unkillable: You've been counted out before, but it didn't stick then. It's not likely to stick in the future, either. You have both the Hard to Kill and Harder to Kill Edges.
    • 4-5 Tireless: Some resist the drains of exhaustion, the environment, illness, and whatever else might wear a person down. You just ignore such things. Completely. You ignore all Fatigue level penalties, no matter the source. You can still be Incapacitated by Fatigue; you just keep going at full bore until you are.
    • 6-8 Not Over `Till It's Over: Something inside you won't let you drop until the fight is well and truly done. Upon Incapacitation, make a Vigor check as always. If you manage to get a raise, you can keep fighting instead of falling down and not moving any more. You must still deal with any Shaken results, but you are still in the fight (and still at three wound levels).
    • 9-10 Berserker: A modern embodiment of legendary warriors of the ancient world, you have the Berserk Edge. Furthermore, once berserk, you can make a single Fighting check even when Shaken. You may not use anything special like Frenzy or Sweep with this attack, but the Wild Attack maneuver is allowed.
    • 11-14 No Time to Bleed: Something about you makes it a lot easier for medics to keep you in the action. Anyone attempting a Healing check of any kind on you suffers no penalties for your wound levels. You also have the Fast Healer Edge.
    • 15-18 Fearless: There are no cowards in Freedom Squadron, but there is something seriously wrong with your fear and self-preservation responses. You are completely immune to Intimidation challenges and all situations that would cause a Fear check. In addition, anyone within your Spirit die radius gains a +2 bonus against Fear and Intimidation.
    • 19-20 Never Say Die: When others would fall, you just keep going. You have one additional wound level; you aren't incapacitated until after you suffer a fifth wound. Note that you do suffer –4 to all Trait rolls and to your pace if you have four wound levels.
Failure: 1d3 wounds
Every Success and raise: +1 ranger saved!
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Ashlyn Alvarez
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Re: Part 8... War! Vampire boats

Post by Ashlyn Alvarez » Fri Aug 16, 2019 2:07 am

Difficulty 1d6 = 5: 5
Psionics 23; 5 successes
+2 difficulty
Psionics 1d12 = 12: 12
Ace 1d12+12 = 21: 9
Wild 1d8 = 4: 4
Zacatecas, Mexico/Underground river
Night
Round 0

Ashlyn stared down at Soldad, clinging to the ship for his unlife. It would be so easy to let the killer of her parents die in the river. But he had protected her earlier.

“You may thank later,” she said, her eyes glowing as she activated the powers of the mind. Using her telekinetic abilities, she easily lifted Soldad back into the boat. “Now make yourself useful and kill more vampires,” she told him, setting him onto the deck.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 10/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 4/4
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Brody Conrey
Posts: 80
Joined: Wed Jul 11, 2018 8:16 am
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Re: Part 8... War! Vampire boats

Post by Brody Conrey » Fri Aug 16, 2019 6:17 am

Difficulty 1d6 = 5: 5
OOC Comments
5) A bit of luck: Fortune smiled on you this time. You skill roll is at a +2
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, He is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, He is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/35

Bennys: 3+1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Sword "Whisper"
Credits: 1300

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Hans Greuber
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Posts: 546
Joined: Fri Mar 31, 2017 2:28 pm
Location: The Black Company

Re: Part 8... War! Vampire boats

Post by Hans Greuber » Fri Aug 16, 2019 7:22 am

Difficulty: 1d6 = 5: 5
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 7 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-2 for Rerolls on Repair on Quick Scene vs. Vampire Pirates


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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